#version 310 es precision mediump float; #define DEBUG_NONE 0 #define DEBUG_DIFFUSE 1 #define DEBUG_SPECULAR 2 #define DEBUG_LIGHTING 3 #define DEBUG_FOG 4 #define DEBUG DEBUG_NONE #define FORWARD 0 #define DEFERRED 1 #define DEFERRED_VTEX 2 float saturate(float x) { return clamp(x, 0.0, 1.0); } layout(std140, binding = 4) uniform GlobalPSData { vec4 g_CamPos; vec4 g_SunDir; vec4 g_SunColor; vec4 g_ResolutionParams; vec4 g_TimeParams; vec4 g_FogColor_Distance; }; vec4 ComputeFogFactor(vec3 WorldPos) { vec4 FogData; vec3 vEye = WorldPos - g_CamPos.xyz; vec3 nEye = normalize(vEye); FogData.w = exp(-dot(vEye, vEye) * g_FogColor_Distance.w * 0.75); float fog_sun_factor = pow(saturate(dot(nEye, g_SunDir.xyz)), 8.0); FogData.xyz = mix(vec3(1.0, 1.0, 1.0), vec3(0.6, 0.6, 0.9), nEye.y * 0.5 + 0.5); FogData.xyz = mix(FogData.xyz, vec3(0.95, 0.87, 0.78), fog_sun_factor); return FogData; } void ApplyFog(inout vec3 Color, vec4 FogData) { Color = mix(FogData.xyz, Color, FogData.w); } void ApplyLighting(inout mediump vec3 Color, mediump float DiffuseFactor) { mediump vec3 DiffuseLight = g_SunColor.xyz * DiffuseFactor; mediump vec3 AmbientLight = vec3(0.2, 0.35, 0.55) * 0.5; mediump vec3 Lighting = DiffuseLight + AmbientLight; #if DEBUG == DEBUG_LIGHTING Color = Lighting; #else Color *= Lighting; #endif } #define SPECULAR 0 #define GLOSSMAP 0 void ApplySpecular(inout mediump vec3 Color, mediump vec3 EyeVec, mediump vec3 Normal, mediump vec3 SpecularColor, mediump float Shininess, mediump float FresnelAmount) { mediump vec3 HalfAngle = normalize(-EyeVec + g_SunDir.xyz); mediump float v_dot_h = saturate(dot(HalfAngle, -EyeVec)); mediump float n_dot_l = saturate(dot(Normal, g_SunDir.xyz)); mediump float n_dot_h = saturate(dot(Normal, HalfAngle)); mediump float n_dot_v = saturate(dot(-EyeVec, Normal)); mediump float h_dot_l = saturate(dot(g_SunDir.xyz, HalfAngle)); const mediump float roughness_value = 0.25; mediump float r_sq = roughness_value * roughness_value; mediump float n_dot_h_sq = n_dot_h * n_dot_h; mediump float roughness_a = 1.0 / (4.0 * r_sq * n_dot_h_sq * n_dot_h_sq); mediump float roughness_b = n_dot_h_sq - 1.0; mediump float roughness_c = r_sq * n_dot_h_sq; mediump float roughness = saturate(roughness_a * exp(roughness_b / roughness_c)); FresnelAmount = 0.5; mediump float fresnel_term = pow(1.0 - n_dot_v, 5.0) * (1.0 - FresnelAmount) + FresnelAmount; mediump float geo_numerator = 2.0 * n_dot_h; mediump float geo_denominator = 1.0 / v_dot_h; mediump float geo_term = min(1.0, min(n_dot_v, n_dot_l) * geo_numerator * geo_denominator); #if SPECULAR || GLOSSMAP Color += SpecularColor * g_SunColor.xyz * fresnel_term * roughness * n_dot_l * geo_term / (n_dot_v * n_dot_l + 0.0001); #endif //Color = vec3(0.025 * 1.0 / (n_dot_v * n_dot_l)); } layout(location = 0) in vec2 TexCoord; layout(location = 1) in vec3 EyeVec; layout(binding = 2) uniform sampler2D TexNormalmap; //layout(binding = 3) uniform sampler2D TexScatteringLUT; #define DIFFUSE_ONLY 0 #define GLOBAL_RENDERER DEFERRED #define OUTPUT_FEEDBACK_TEXTURE 0 #if DIFFUSE_ONLY layout(location = 0) out vec4 ColorOut; layout(location = 1) out vec4 NormalOut; #else layout(location = 0) out vec4 AlbedoOut; layout(location = 1) out vec4 SpecularOut; layout(location = 2) out vec4 NormalOut; layout(location = 3) out vec4 LightingOut; #endif void Resolve(vec3 Albedo, vec3 Normal, float Roughness, float Metallic) { #if (GLOBAL_RENDERER == FORWARD) || OUTPUT_FEEDBACK_TEXTURE float Lighting = saturate(dot(Normal, normalize(vec3(1.0, 0.5, 1.0)))); ColorOut.xyz = Albedo * Lighting; ColorOut.w = 1.0; #elif DIFFUSE_ONLY ColorOut = vec4(Albedo, 0.0); NormalOut.xyz = Normal * 0.5 + 0.5; NormalOut.w = 1.0; // linearize and map to 0..255 range ColorOut.w = -0.003921569 / (gl_FragCoord.z - 1.003921569); ColorOut.w = log2(1.0 + saturate(length(EyeVec.xyz) / 200.0)); ColorOut.w -= 1.0 / 255.0; #else LightingOut = vec4(0.0); NormalOut = vec4(Normal * 0.5 + 0.5, 0.0); SpecularOut = vec4(Roughness, Metallic, 0.0, 0.0); AlbedoOut = vec4(Albedo, 1.0); #endif } void main() { vec3 Normal = texture(TexNormalmap, TexCoord).xyz * 2.0 - 1.0; Normal = normalize(Normal); vec2 scatter_uv; scatter_uv.x = saturate(length(EyeVec) / 1000.0); vec3 nEye = normalize(EyeVec); scatter_uv.y = 0.0; //nEye.x * 0.5 + 0.5; vec3 Color = vec3(0.1, 0.3, 0.1); vec3 grass = vec3(0.1, 0.3, 0.1); vec3 dirt = vec3(0.1, 0.1, 0.1); vec3 snow = vec3(0.8, 0.8, 0.8); float grass_snow = smoothstep(0.0, 0.15, (g_CamPos.y + EyeVec.y) / 200.0); vec3 base = mix(grass, snow, grass_snow); float edge = smoothstep(0.7, 0.75, Normal.y); Color = mix(dirt, base, edge); Color *= Color; float Roughness = 1.0 - edge * grass_snow; Resolve(Color, Normal, Roughness, 0.0); }